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Felucca Online

Roadmap

Skills, stats and spells that grow by use

Status
Backlog
Milestone
First alpha test
Area
CharactersCombatServerGame design
Priority
high
Updated

Online players are warriors, archers or mages picked by a hash of their name, with fixed skills. The alpha needs UO's progression: you become what you do.

  • Skill gain by use for every combat, magic and support skill (the economy already gains gathering and crafting skills), stat gain from the skills used, skill and stat locks (up / down / locked) and the 700.0 total cap of the ruleset (#52), so characters specialise.
  • Magic as in UO: a spellbook item holding the spells you own, spell scrolls to add, reagents burned per cast (gathered or bought: a real demand for the herbal regions), mana.
  • Fighters use what they wear: weapon, armour and shield from the equipment (with equipment-wire), damage and defence from the items, not the class.
  • PvE rewards that are not coin (mobs drop no coin by design): hides, meat, bones, reagents, the bandits' weapons and armour, rare crafting inputs.
  • A skills window with values, caps and locks; a status window with stats and resistances.

Done when a new colonist can train from 0 to a useful fighter, mage or crafter by playing, and the name hash classes are gone.